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kamioshi

final major project by anna, koyin, and lotta

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about our team

photo

anna khripchenko

  • art lead
  • character and environment artist

koyin ogunbameru

  • producer
  • programming lead
  • ui/ux designer

lotta wilkinson

  • design lead
  • writer
  • sound designer

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kamioshi is a single player narrative experience about supporting your favourite idol.

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themes

  • identity
  • escapism
  • obsession
  • parasocial relationships
  • idol and fan culture

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inspirations - j-pop idols and idol culture

  • idols in japan are entertainers (typically musical performers) who create a strong brand identity through image and personality to cultivate a fanbase
  • perform live, attend fan meets, appear on variety shows, sell merchandise, appear in advertisements/brand endorsements, etc.
  • marketed as more ‘ordinary’ people (as popularised by the group AKB48 - the ‘idols you can meet’), encouraging a loyal, often parasocial, fanbase

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  • unique fan culture
    • fans may choose one idol/group member as their favourite (推しメン [oshimen]) and be a dedicated supporter vocally and financially
    • dedicated fans may do fan activities (推し活 [oshikatsu]) such as collecting, decorating and taking pictures with merchandise, celebrating their idol’s birthday, etc.

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inspirations - jirai kei and ryousangata subcultures

jirai kei

‘jirai’ meaning ‘landmine’ - a dark, girly style with its name taken from a derogatory term for overly emotional, mentally unstable young woman

originated in kabukicho - tokyo’s red light district - around 2020, and has associations with poor mental health, antisocial behaviour, and night work. despite its controversy it has become a very popular style.

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ryousangata

roughly translates to ‘mass-production’ - a name for mainstream trends used to imply all young people wearing the style look the same.

does not refer to a specific style but more so the current trends

in recent use it refers to a girly, feminine style - a lighter counterpart to jirai kei

has links to idol culture as many young women wear this style when attending lives and idol events - these girls referred to as ‘ryousangata otaku’

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gameplay

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reach your goals to be the most supportive fan

the gameplay of kamioshi is divided into distinct segments, each of these lasting a set number of in-game days. each segment has one or more goals you must aim to complete:

e.g. ‘earn enough money to attend the concert.’

the player must choose how they spend their time in order to meet their goal at the end of the segment.

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decide how you spend your time

during play, the player must keep track of and manage two main stats: their money and their ‘dedication’ score - a measure of love for their favourite idol.

these stats are affected by which actions the player chooses, with working as a way to earn money and engaging in fan activities as a way to increase dedication.

as time is limited, it is important for the player to manage their time effectively in order to reach their goals.

however, the most straightforward answer may not always be best. along the way they will be presented with additional options which could offer bonus effects or alter the direction of the story.

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a darker tone

being a dedicated fan is not easy. as gameplay progresses and goals get more challenging, the player may be offered some difficult, more intense choices.

taking these choices will affect the tone of the game, with various aspects such as the visuals, ui, music and writing gradually getting darker and more surreal.

this is intended to reflect a growing obsession in the player character and a loss of reality as they engage in unhealthy behaviour.

these darker elements will take inspiration from psychological horror, a drastic contrast to the lighter, cutesy elements of the game.

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multiple outcomes for multiple endings

each segment can have multiple outcomes depending on the player’s success in reaching their goals and the actions they took.

e.g. not attending a concert does not end the game, but it does change the relationship you have to your idol as a fan

the outcome of each game segment is tracked and at the end of the game the most appropriate ending is awarded based on how the player did.

the narrative of each of these endings reflects how the player behaves as a fan, from a casual listener to a devoted follower.

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visual design

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sound design

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  • music is chipper, upbeat - lots of light tones, chimes, etc. for a girly pop-y sound
  • take inspiration from idol music - use similar instruments chord progressions, dynamics, etc.
  • if scope allows, create an original song for the idol character/their group
  • sound design should also be bright - use cute, bubbly sounds for UI interactions
  • perhaps use y2k aesthetic (old cell phone sounds or similar)
  • take inspiration from cute and/or family games
  • as game transitions into darker tone, music and sound should do the same - keep the original base sounds but bring in more bass, dark undertones, droning, etc.
  • take inspiration from horror games

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next steps

  • deciding narrative structure and major plot beats including all possible endings
  • rapid prototyping of game mechanics and testing of game loops to ensure correct flow
  • hands-on primary research to immersive ourselves in fan culture and understand the experiences we wish to convey